[casual_games] the content problem from a casual game perspective.
Lionel Barret De Nazaris
lionel.bdn at free.fr
Wed Sep 19 03:50:02 EDT 2007
Yes, I didn't think about these two options.
About the "content problem" definition, I should have been more precise
I distinguish between what is the heart of your game from what is simply
There is a problem when this second class content cost too much.
Still, there are situation where you cannot reduce the quality of these
without snapping the "disbelief suspenders".
Many next gen games face this problem, the world they display is huge
and contains a lot of content, including a lot of second-class content.
And as the content price goes up (more polys means more time or more
people needed), this is *really* painful.
As I said, I am not sure this is applicable to casual games...yet.
lionel Barret de Nazaris,
Gamr7 Founder & CTO
Gamr7 : Cities for Games
James C. Smith wrote:
> Some other solutions
> Option 4: A content light design
> Option 5: User generated Content
> I have used option 5 to some extent in every game I have made but I
> primarily reply on option 2 (in house). This is by far the most
> in my experience. I wasn't aware of "the content problem". Creating
> content has always been one of the largest parts of most game development
> efforts including most casual games. Getting talented and efficient
> creators is a key to making great games and streamlining the teach
> game design can help you maximize their effectiveness. This is
> This is the struggle all game developers have been facing since the
> of graphics to computer games (and probably before that).
> James C. Smith
> Producer / Lead Programmer (Ricochet & Big Kahuna)
> Reflexive Entertainment
> -----Original Message-----
> From: casual_games-bounces at igda.org
[mailto:casual_games-bounces at igda.org]
> On Behalf Of Lionel Barret De Nazaris
> Sent: Tuesday, September 18, 2007 2:30 AM
> To: IGDA Casual Games SIG Mailing List
> Subject: [casual_games] the content problem from a casual game
> Hi all,
> I am just wondering if there is any specific view on the content problem
> (i.e the inflating price of content) in the casual game market.
> As far as I know it, there are 3 ways to manage content : outsource,
> in-house or tech/middleware (disclosure : I am in the tech camp).
> But I am just wondering what are your opinion, position even future
> strategy about this thorny topic.
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